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Found 226 results

  1. Matthias Elephant

    App Store Export/ Import - of all your assets

    Hi developers, some time ago I posted two tools for localization and automatization of different AppStoreOptimization topics for android and ios. Today I would like to show a tool to EXPORT and IMPORT your app store assets from iTunes Connect or Google Play Console. The "App Store Export / Import" will allows you to export all your app store assets such as texts, URLs and images (Apple App Store only) to a local device. You can create backups, modifications or localization and re-import your data (including links, texts, titles, images, icons...) to the Apple App Store and Google Play Store. Features: Export your store texts Export your app store images Save your app data Support all store localizations Import your store texts Import your app store images Modify your data and reimport You can find further information and the tool itself for free on the following link: https://www.iwantanelephant.com/app-store-export-import/
  2. Hello, I'm Kyriakos from OdiusFly Studio. I have 10+ years of experience working as a freelance game developer and graphic designer. If you have time please take a look at my portfolio: https://odiusfly.com If you are interested for game license or freelance work, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com Thank you!
  3. We have atlas exported with Texture Packer. Run-time every texture is cropped by 1 pixel. This pixel is added to the opposite of the texture. Likewise https://github.com/pixijs/pixi.js/issues/5087.
  4. A month ago I discovered Phaser JS, and a few other JS libraries, and was amazed at what people can do in JS nowadays. I know there are several advantages to making Casual HTML5 games, namely (1) You can target many platforms using wrapping kits (like CocoonJS) (2) You are working in a platform neutral environment instead of something proprietary like XCode/ObjC/Swift (3) You control your game, and don't need approval from someone like Apple (4) There are markets where you can license your games (5) You can use whatever development environment you want, like Linux (6) The simplicity of coding lets you focus on the game itself Yet, even with all these advantages, there are some compelling reasons to go with Native - assuming you want to earn money: (1) If you want to make money, you have to target mobile, so why not just focus on that (2) If you will focus on mobile, the majority of the market can be reached by just targeting iOS (3) Any good looking mobile game will run better/faster/stable as a native app (4) Something like 80% of mobile users prefer native apps over hybrid (5) Your compiled code is harder to steal than JavaScript I ask this because I've seen some really great HTML5 games, and I wonder if the authors could be topping the iOS game charts, making them boatloads of money. I have read some people make a prototype in C2, then rewrite it in Phaser - why not prototype in Phaser and rewrite it in Swift/ObjC? It seems like with HTML5, you can hit a lot of markets, but are not able to have a monster hit on your hands. An example, I was playing one of Okinjin's games, and it was really great, then I accidentally "slid" Safari off the side of the screen, then I tried to "slide" it back. I ended up with several screens sliding around, and never found the game again. This was not Okijins fault, it was the nature of playing a game in a web-browser on a mobile device. I was showing a friend the game at the time, and ended up having to close Safari and browse back to the Okijin site. If it had been a native app, it would not have done that. I still really like the HTML5 stuff, but if the goal is to make money (and for many it is not), it would seem easier to do on native mobile. On mobile, I know "discoverability" is a big problem, while HTML5 portals will actually push your game out to the masses for you. I've heard HTML games are easier to make viral because they can be shared with a hyperlink, but it would not seem that would be enough of a difference.
  5. Matthias Elephant

    App Translations - (AppStore/ PlayStore) management

    Hi indie and html developers πŸ™‚, a while ago we tried to save a little bit of your time and presented our tool to translate your GOOGLE PlayStore release notes automatically. If you missed - click here (HTML5 - Release Notes - Translation Tool - Google Playstore)! Now we are in the beta test of our new services. It goes far beyond the ideas of our first tool. It enables you to automatically translate and upload all store text assets directly to the Apple App Store and Google Play Store. Description: - Localizing your store descriptions is essential for your App Store Optimization (ASO). - Translating and uploading app store assets takes a lot of time. You have to translate in over 70 languages for the Google Play Store and in over 25 languages for the Apple AppStore. - Our Elephant Translate Service supports you with this tasks and automates both, translation and uploading. - You provide your base texts, your titles, your keywords, your credentials and we translate and upload everything for you within minutes. - Our tools is easy, comes with lots of help and will guide you through the whole process. Benefits: Get more downloads from all over the world Be more visible within the main stores Optimize your app publishing process Localize titles, keywords and descriptions Change texts and keywords easily Save tons of hours If you are interested to be a beta tester just contact us here or using this link: I WANT AN ELEPHANT - TRANSLATE SERVICE Best regards I WANT AN ELEPHANT TEAM
  6. Play Cool Math

    Online Sudoku Game

    Hi I want to present new game Online Sudoku Daily mode (Every day new level) Classic mode (easy, medium, hard) Print Sudoku Facebook connect Top score for daily mode Backup (restore game if you close browser) Magic button (help) Pause Restrore progress system (if you logined, you can restore progress on other devices and browsers) Mobile Versions:
  7. Hi, guys! I develop HTML5 games and Mobile games, in game engine Construct 2. You can buy my games here: https://codecanyon.net/user/gmsdev/portfolio If you purchase any of my items – you will have full support! You can write to me at https://codecanyon.net/user/gmsdev#contact and i will answer you as soon as possible You Can Export Construct Games to IOS and Android use next services: - Cocoon.io - Intel XDK - Monaca.io
  8. First time to upload ios app. After I uploaded my ipa file for testflight It has an error that says the binary has no icon of 1024x1024 but it successfully uploaded and tested on testflight. The ipa file is compiled from cocoon in which I provided an icon of 1024x1024 before compiling. Thanks in advance.
  9. playh5

    Screenshot for Iphone X

    Now that apple's requirements to submit a new app is to have an iphone X screenshot, how can I take a screenshot of my app packed with cocoon?
  10. yasuhiko

    basic demo "Video" for HLS source

    Hi, I am trying to draw HLS video stream over PIXI video texture on iOS safari browser (iOS 11.2) referring http://pixijs.io/examples/?v=v4.6.2#/basics/video.js but not succeeded. (Sorry for poor English as I am Japanese) When I set mp4 video as source, the demo code worked over iPhone + mobile safari (OS: 11.2). But when I set url of HLS (m3u8) and tapped play button, video did not drawn. I tried some change but not succeeded to play HLS stream over PIXI video texture. Below is my code, modified part of http://pixijs.io/examples/?v=v4.6.2#/basics/video.js . ... function onPlayVideo() { // Don't need the button anymore button.destroy(); /// modify start // mp4 // (1) mp4 OK : video/audio played (#fvlivedemo.gnzo.com is my own server) // var texture = PIXI.Texture.fromVideo('http://fvlivedemo.gnzo.com/testVideo.mp4'); // (2) mp4 OK : video/audio played // var texture = PIXI.Texture.fromVideoUrl('http://fvlivedemo.gnzo.com/testVideo.mp4'); // HLS // (3) Not work : when play button pressed, loading m3u8 not started. // #http://184.72 ... is effective m3u8 stream // var texture = PIXI.Texture.fromVideo('http://184.72.239.149/vod/smil:BigBuckBunny.smil/playlist.m3u8'); // (4) Not work : when play button pressed, loading m3u8 not started. // var texture = PIXI.Texture.fromVideoUrl('http://184.72.239.149/vod/smil:BigBuckBunny.smil/playlist.m3u8'); // (5) Not work : when play button pressed, loading m3u8 started and audio play started. but video is not drawn on canvas. let baseVideoTexture = PIXI.VideoBaseTexture.fromUrl({ src: 'http://184.72.239.149/vod/smil:BigBuckBunny.smil/playlist.m3u8', mime: 'application/vnd.apple.mpegurl' }); var texture = PIXI.Texture.from(baseVideoTexture); /// modify end // create a new Sprite using the video texture (yes it's that easy) var videoSprite = new PIXI.Sprite(texture); ... Please help/guide me regarding right way/manner to play HLS stream over video texture of PIXI. (i.e. how to fix above code) entire HTML which I modified is attached (pixi_video_hls.html) If more information needed for answer, let me know. Thank you in advance. pixi_video_hls.html
  11. Hi, guys. Try my new game Play on Scirra Arcade: https://www.scirra.com/arcade/action-games/mannequin-head-jumping-challenge-game-12746 Download for Android: https://play.google.com/store/apps/details?id=com.takenewgames.mcjh Download for IOS: https://itunes.apple.com/app/mannequin-challenge-game-jumping/id1178329270 Description The Mannequin Head - Jumping Challenge Game is realy hot new challenge! Come Join To Play! The Mannequin Head - Jumping Challenge is taking over the world! Play Now! Features: - 10 characters - Simple One Touch Control - Online leaderboard - Endlesss Gameplay Gameplay: - Tap to jump - Don't touch on horizontal platform - Collect diamonds to unlock new characters Follow Us: β€” http://www.facebook.com/takenewgamesofficial β€” http://twitter.com/TakeNewGames β€” http://plus.google.com/+TakeNewGames β€” http://vk.com/takenewgames β€” http://www.pinterest.com/takenewgames β€” http://www.youtube.com/TakeNewGames?sub_confirmation=1 More Games: β€” http://www.takenewgames.com
  12. Hi everyone, I'm Jak. I has been working with game developers for several years. I have written music in many styles for a wide range of games: Arcade, Action, Adventure, Casual, Puzzle, 8bit/chiptune. I also created songs for video presentation for your video. You can hire me through this https://www.fiverr.com/jaksanapong/create-original-music-loop-for-your-game-or-video Otherwise you can check out my Royalty Free Music here. https://www.pond5.com/artist/jaksanapong#1/collections How does Royalty Free work? It's easy. You just buy them for one time and then you can use them for all of your commercial project without any additional fee. Here is my portfolio https://soundcloud.com/rockman154-1 PS. If you're not comfortable with hiring me through a platform, you can directly message me or email me here jaksanapong@gmail.com and we'll figure out the best way to work together I'm really excited to work with you guys Thanks JAK
  13. Hello my friends! I am working on a simple game for kids that consists on a screen with objects that will produce sounds when they click or tap it. OK, I already made all needed adjustments to make it work well either on desktop computer browser as well on Android mobiles. For testing it on Android I used the debug mode of Chrome keeping an Android mobile hooked to the computer through an USB cable, then I could run it directly from my localhost (PC with Windows 7) that is very convenient: just change the code, save it and refresh the page. To make it happen I had to activate the 'developer mode' on my Android mobiles. Now it's time to tweak it to make it work on iOS platform also. I have two iOS gadgets (an iPhone 4 and an iPad 2) but I do NOT have a Mac. Now, how could I hook the iOS mobiles to my PC in a similar way I did to Androids in order to make my tests? I am afraid that there is NOT a way of doing this and that I will have to test my code with the exhaustive task of upload files to a live host and then load it back to the iPhone/iPad through Internet β€” that is very boring and time consuming. Please any input will be very welcome!
  14. Hi there: I have a BJS development in production that works great in all platform but iOS-Cordova app. In this last configuration the sound doesn't work at all, dumping the following error message: Any clues on this? Thanks for your time.
  15. paleRider

    PBR on iOS

    Hi there: I'm trying to have done a cross-platform development these days. After some problems here and there I have my development running OK on: desktop - windows - web - ff desktop - windows - web - chrome desktop - macosx - web - safari mobile - android - web - chrome mobile - android - hybrid app (cordova) mobile - iOS - web - safari Sadly it doesn't work as presumed on the last platform I'm targeting, of course: mobile - iOS - hybrid app (cordova). Under this last scenario a have several "hard" issues: my PBR materials are completely invisible; and some of my Standard materials (textures on planes) are shown all black. The other Standard material I am using (particle textures) are shown OK. Any help or advice with this? Thanks for your time.
  16. jollibee

    Pause render in pixijs

    The webivew which use pixijs will crash on iOS when the app goes background, something like: _gpus_ReturnNotPermittedKillClient. So, we have to pause the webgl render. There is lockRender in Phaser. Is there a similar method in Pixijs to pause renderer? Thank you. updateRender: function (elapsedTime) { if (this.lockRender) { return; } // ... }
  17. I'm trying to get video textures to work on mobile devices and I seem to be running into an issue where the video won't autoplay because it doesn't meet the requirements that Apple has laid out here: https://webkit.org/blog/6784/new-video-policies-for-ios/ This can be seen in this playground: http://www.babylonjs-playground.com/#1X8NRY Is there a way to pass custom attributes to the video element that is contained within the video texture? My hypothesis is the absence of the playsinline data attribute on the video element is preventing this from working correctly. @Deltakosh any insight here?
  18. MrBalling

    Mr. Balling

    Hi Everyone, I just released a game made with Phaser 2 called Mr. Balling. Used cordova to deploy it to Android and iOS. It is a simple arcade game that is supposed to be a throwback/retro arcade game. You bounce around on the screen and when you hit a ball you orbit it, once you tap on the screen you fly off. The objective is to stay alive in the middle of the screen bouncing from ball to ball, while avoiding red balls and the left and right sides of the screen. Feel free to leave feedback or thoughts about the game, I'm new to game development, but hope to keep doing it. Apple iOS App Store: https://itunes.apple.com/us/app/mr-balling/id1351628591?ls=1&mt=8 Android Google Play Store: https://play.google.com/store/apps/details?id=com.ogradybj.mrballing More info on the game. I came up with this idea about 10 years ago and had actually made working copies in python a few times, using pygame and kivy, but once I got into phaser I fell in love, it was super easy to get stuff working right away. As mentioned I packaged it up with cordova. I'm a Mechanical Engineer, not a software engineer, so sites like this were instrumental in figuring out how to get phaser to do what I wanted it to do. I used Piskelapp to do all of the assets. I used beepbox to make the music. It was fun having do figure out everything that goes into releasing something like this. Obviously as you can see it is a pretty simple premise for a game. However, I plan to make a sequel extending the game mechanic more. Also tried to make a pseudo dev-log, still under construction, but you can find more info at www.mrballing.com Screenshots of the game, title screen and several screenshots during the game as well as gameover screen. I did high score tracking using firebase.
  19. hcakar

    fullScreenScaleMode on IOS

    Hello Everyone, I'm currently using Phaser and first of all Thanks for all developers for Phaser. I've got a problem and wanna share with you guys. I wrote a game and using ScaleManager for full screen. var playScreen = function(game){}; playScreen.prototype = { init: function(){ game.scale.pageAlignHorizontally = true; game.scale.pageAlignVertically = true; game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL; game.state.start('TitleScreen'); }, create: function(){ game.add.image(1830, 16, 'fullScreenExit'); this.fullScreenButton = game.add.button(1830, 16, 'fullScreen', changeFullScreen, this); } } function changeFullScreen(){ if(game.scale.isFullScreen == false){ this.fullScreenButton.alpha = 0; game.scale.startFullScreen(false); } else { game.scale.stopFullScreen(); this.fullScreenButton.alpha = 1; } } This works fine on desktop and android but however on IOS it's not working. Please let me know if you have any advance. Thanks.
  20. Snouto

    Chrome iOS

    Yo Microsoft dudes Quick question - has anyone experienced scene window resizing issues with Chrome on iOS? I've been getting reports that when resizing our scene in Chrome iOS that the scene becomes warped, such that it's either too wide, too high, or a scale factor of the two. I was unable to replicate on my iPhone X but I could replicate on my iPad pro 10" - the scene loads fine to begin with but as soon as the device is rotated it goes to hell. It's been a right royal pain in the a-hole to debug Chrome on iOS but I did finally get somewhere using Vorlon, such that I can see when rotating the device that in Chrome the canvas width and height values are not the same as with Safari iOS. To some extent - a small extent - this is to be expected given different window chrome, however the difference is substantial e.g. on iOS Safari, where the scene is not warped/stretched, the size of the canvas when in landscape orientation is 2224x1418, however in chrome it's 1668 x 1994, this is despite the actual sizes reported in the layout as being 1112x709 Safari and 1112 x 719 Chrome iOS. What the smeg is going on? Any idea anyone (paging @Wingnut who may have seen this before in the millions of tests he's ran). Cheers! p.s. iOS version 11.2.6, Chrome iOS version 64.0.3282.112
  21. Hi guys, see attached screenshot. You'll notice the video has a blue tint which should not be there.This tint only appears on iOS when using VRDeviceOrientationFreeCamera, although it used to also appear in DeviceOrientationCamera, but adding an empty LensRenderingPipeline seemed to fix the issue. I've already tried what @Nabroski mentions here on page 2: I've been battling this issue for a while now and was wondering if anyone could help?
  22. arturomf

    Sound problem IOS (Ipad)

    Hi all: I'm new in community. I have been searching these great forums for a solution for days, but i had no luck. I'm developing a game with phaser (2.6.2) and all has been working until testing on ipad. I have no sounds at all, but all seems to be working ok. Sounds are working in all platforms except IOS (9.5.4). I have tested with a button on my game but it doesn't sound. It seems to be "running" but like muted... I have compiled game with phonegap and again, sound works in Android but not in IOS. All Audio Examples in https://phaser.io/examples don't work either. I have test it with mp3 file, m4a file, different bitrates but nothing works. I have been looking for a solution for days, but no one is working for me. I load sound in preload state function: game.load.audio('music_main_menu', ["assets/audio/m4a/menu_main.m4a", "assets/audio/ogg/menu_main.ogg"] this.sound = game.add.audio("music_main_menu"); and then, create a button in create function: button = game.add.button(game.world.centerX + 350, game.world.centerY + 150, 'btn_test_audio', this.actionOnClick, this, 2, 1, 0); Then, i have this in action click function: this.sound.play("",0,1,true); After loading it, that is what i see with game.sound.debugInfo on render (time is running): I'm debuuging Ipad remotely with Safari and there is no errors in console, and it is loading m4a file. Please, someone has lead with a similar problem and could help me? Thanks in advance.
  23. Hey, I have some videos I need manual control over. For non iOS devices, they're working fine. But with iOS devices the videos all automatically play simultaneously on user interaction (which is touch unlocking them). Is there a clean way to flag off autoplay on touch unlocking? Cheers
  24. louisAtome

    WebGL resize stage blinking on iOS

    Hello, On my iOS devices (iPhone 4S, iPad Mini) when I resize the WebGL renderer, the elements of my stage are briefly scaled with the new size of the stage before being re-render with their original size. I just want to resize the drawing zone without changing the size of the children. The behaviour only occur on iOS with the WebGL renderer. I've made a jsFiddle to show the problem : http://jsfiddle.net/ntvLas1x/1/embedded/result/ . To reproduce, just click several times on the resize button from an iOS device and you will see the red square changing size. Thanks in advance, Louis
  25. <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta http-equiv="X-UA-Compatible" content="ie=edge"> <title>BabylonJS Viewer - Basic usage</title> <style> babylon { max-width: 800px; max-height: 500px; width: 100%; height: 600px; } </style> </head> <body> <babylon model="https://playground.babylonjs.com/scenes/Rabbit.babylon"></babylon> <script src="https://viewer.babylonjs.com/viewer.min.js"></script> </body> </html> This is an official sample I downloaded from babylonjs.com. I'm able to orbit on my android device (Chrome), but on iOS device, the viewport just get stuck. Any solution?